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Messages - Nemo

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46


I've had some odd experiences with the game difficulty recently when playing with friends. Simply put, the AI difficulty seemed quite a bit higher than what the end game results screen showed. This might be due to my MMR being a lot higher than my friends' MMR, which perhaps causes the game to not average out the difficulty properly. My MMR is at 75 right now, and I think the friends I was playing with had an MMR around the high 30s to low 40s range.

I played two matches on In Shock, one with a 4 man squad, and another with a 3 man squad. The latter match was also a mentor match, with a level one player who didn't really know what he was doing. When I was with the 4 man squad, the difficulty was 48%, and with the 3 man squad, it was 43%. Regardless, I felt the difficulty was a little harder than what the game showed. 5th Council enemies needed two 80 damage Strikes to go down, whereas it usually takes one 80 damage Strike in my typical experience with them, playing with randoms in the 40-50% difficulty range. Enemy melee damage was 27, through 50% damage reduction, which seems a little too high for this particular difficulty range.

Moreover, playing with my Ignis Harec, I wasn't able to kill regular 5th Council enemies in one headshot. I've played matches around the 55% range and was still able to kill regular enemies in one headshot, so it seemed strange to me. Perhaps this is just a peculiarity with the In Shock mission.

There was a 50% difficulty match on A Low Blow which seemed a lot harder than it should have been, with enemies having boosted health and damage, and spawning more often. It wasn't too hard for me, but my friends were having a tough time dealing with the AI, especially during the first section. The Elite Captains were doing about 120-130 damage with their incendiary pistols, which seems a little too much for 50% difficulty. Rocket troopers were also downing teammates in one shot, which seemed to surprise them. Not quite sure how much damage they were doing though. They usually down anyone in one hit that's not 5th Council at the difficulties I'm used to.

Another match was with a few different players, but was a 4 man squad, playing A Weapon from the Past at 57% difficulty. In that match, enemies also were dealing more damage than I would expect, and they had more health too. The spawn rate of enemies was also quite high on both sections, whereas usually there's a bit of a gap between one group spawning and the next. This was most noticeable during the first section, where there was a constant influx of dropships; sometimes two at once. Additionally, rather than there being 4-5 enemies per dropship, it was usually around 6-8 enemies.

I played with another group of friends whose MMR was around the 60% range, and whilst the match difficulty was around 65% difficulty, the actual difficulty was a lot higher. I've played matches in the 60-75% range with friends in a full squad during the Hades update, and I've never experienced enemies being this tough at that difficulty.

Regular 5th Council enemies had about 200 health, Wardogs had a little over 300 health, Hades soldiers had about 500. The mine layers on White Noise and Mind Over Matter had around 300-400 health, and their mines were more durable than usual, perhaps around 250 health. Enemy melee damage was around 45-50, through 50% damage reduction. Riflemen had very high ranged damage, something like 30-40 damage per rifle bullet at medium ranges, with a higher fire rate. Hades and 5th Council shotgunners would one shot wound people that weren't Hades or 5th Council characters, as they were doing about 130 damage at close range. Wardog shotgunners could down a 5th Council character in three shots at close-medium range. Elites also had a lot more health than usual, with the Hades Brutes on Hanging by a Thread having about 700-800 health, whilst also moving faster. Enemies were also more resistant to push effects, as they didn't seem to get pushed as far as usual.

It was difficult to clear enemies quickly whilst going for objectives, as their high health and damage meant we had to play pretty conservatively. There aren't very many characters that can really output that much damage to clear enemies fast enough. We mostly just had to camp around Valeria's E.R. Bridge and heal up from that whilst picking enemies off, as a single rifleman could down a 5th Council character in a burst or two, and a whiffed Grapple or Strike against even one enemy was usually a death sentence.

I would say the enemies were doing a little more ranged damage than they do on Insane difficulty, whilst also having about two or three times more health. I don't really mind high damage enemies, but when they have high health too, it takes far too long to clear them, and the whole map drags out into an almost stalemate. This is despite having maxed out weapons with all the damage upgrades.

Even though we beat these maps, it took us a lot longer than usual and there were more deaths, so our scores and rewards weren't really all that great, which made the whole thing kind of pointless.

When I queue up on my own, and play with randoms, the matches don't seem quite as difficult, even when the difficulty level is roughly the same. Likewise, if I'm playing with one or two friends, rather than as as full squad, the difficulty doesn't seem too bad, even it's in the 50-60% range.

I would like to help introduce some newer players to the game, but it doesn't really make the best impression for them when the regular AI enemies are harder than usual. I generally have more fun playing with friends than with randoms, but it seems hard to do currently due to the difficulty spikes unless you reduce the teams' average MMR to the 40-50% range.

Anyway, has anyone else had similar experiences? I've mostly been playing with randoms in solo queue since the Spacelords update, so I don't have too many examples.

47
Ship's Log / Re: Spacelords Update 10.4 Patchnotes
 on: September 21, 2018, 11:59:36 PM 


Whilst the increase to Common Blueprints at Tier 1 is welcome, I don't think tweaking the numbers will really help, as the current rewards system is flawed, at least when it comes to Blueprint acquisition.

To acquire a Blueprint for a character, you have to first wait and see if a Blueprint reward is on rotation.

Then, if you want to play as a Raider, you have to see if the character you want is available for the mission itself. For example, Lycus is unavailable on Hanging by a Thread, Ayana is unavailable on A Low Blow, Schneider is unavailable on In Medias Res, etc.

Then, you have to consider whether the character is a good fit for the map. Some maps tend to have objectives and bosses that are far away, so some characters can't really do much to help the team. For example, Ayana can't really do much to damage to Uras' ganglions, Marmalade's weak points, or to the 5th Council's weak points, so it would be a bad idea picking her on those maps, even if you wanted a Blueprint for her.

Then, if you get to the character select screen, you have to hope that no one picks your character, else you're dead in the water already. I've heard players complaining about others on their team going AFK, leaving, or worse, if they don't get the character they want at the beginning. Moreover, if you're playing with friends who are in the same Aequilibrium group, and you all want to play as a certain character, then there are going to be problems. This is somewhat less of an issue for newer players than veteran ones, but it's still a problem.

After these hurdles, you then have to win the mission, and hope to get a good score. Unless your teammates are kind enough to bring some Treasure Hunter weapons along, there is no guarantee that you will win the roll.

Then, even if you do win the roll, you have to hope that the weapon Blueprint is one that you actually want, otherwise all this hassle has been for naught. Most characters have 2-3 Common Blueprints, and some have 2 Rare Blueprints. As such, your chances of getting a specific Blueprint can sometimes be 33% or 50%, even before you roll on the results screen.

The game does recognise if you've been given a duplicate Blueprint, but you get nothing if you get a duplicate. Moreover, Blueprints you already have are not taken off the roll, which can be annoying if you get seven Granny's in a row, as some players have experienced.

It would be much better if players were rewarded with Blueprint tokens, that they could then use to acquire whatever Blueprint that they wanted, rather than be awarded with a random Blueprint for the character that they used on that specific reward map. With a token system, players can use whatever character they want, without having to fight with other players. Furthermore, they wouldn't have to suffer through acquiring multiple duplicate Blueprints, as they could use the tokens to get the ones they want.

You could also have Blueprint tokens randomly drop on any map, even if it's not a special reward map. Perhaps give players a 5-10% increasing chance per win to get a Blueprint token, with the counter resetting when they earn one. That way, players would have a reason to keep playing, even if there are no Blueprint tokens available for them during their reward rotation. As it stands currently, a lot of players just check to see if they have a Blueprint reward on a rotation, and once they've beaten that map, they just log off because they have nothing else to do. Having more players online would help with queue times, so giving better  incentives to keep people playing, even if they don't have any special rewards on rotation, would be a good thing. Perhaps also give out tokens to players who win as, or against an Antagonist.

As an aside, at least at Tier 1, there is little reason to complete a map whose 'one-time reward' has already been acquired, as you only get 'Gold (Medium)' or 'Faction Points (Medium)', which isn't very much at all. It would be better, in my opinion, if the special rewards were in addition to the usual rewards at Tier 1.


48
Gameplay Feedback / Re: New Spacelords Features...
 on: August 19, 2018, 02:58:25 PM 
I don't really like posting stuff up online, but here you go.



Also, some friends and I beating Destroyer of Worlds in about 5 minutes.





I reached that MMR around the end of April, though I eventually got tired of trying to maintain it, both because it was relatively pointless and because getting stuck in ridiculous Antagonist matches was quite frustrating. I think around the time the Tolchok came out and the game was given away for free on Steam, I spent about 10-12 hours lowering it to about 45% by AFKing in Antagonist mode. Most of my observations of how weak the AI enemies were in high MMR invasions was during this time. As an aside, even their movement speed seemed affected, as they were quite literally moving in slow motion.

After that, I just lost a lot of enthusiasm for the game. My MMR would go up and down a bit, but was generally around the 70s. However, I would occasionally lower it by forming suicide squads with friends. I haven't really been playing this game much throughout the Summer, I just came back recently to try out Rak and attempt to gather a few missing weapons before the new update.

It seems that the MMR system has been changed recently, so that it only increases if you beat a map that has a difficulty within about 10% of your MMR. Most of my usual friends seemed to have stopped playing this game, so when I play with randoms, the difficulty is usually within the 40-50% range.

I've also beaten all the maps on Very Hard in Solo mode, and I find it to be quite relaxing compared to some of the craziness I've had to deal with online. Assuming that the new Training Mode offers the same rewards, it doesn't seem like it would be a bad way of grinding Gold. Although, we'll have to see, I suppose.


Nemo …".Personally, I find anything below around 65-70% difficulty to be pretty easy"....mah....for 4 Very good Riders ….only 1 is no good the mission is failed….

Usually, I find that the players that are playing at over 60% difficulty know what they're doing, and so the maps aren't really too much of a hassle. I've sometimes found matches in the 50-60% difficulty range to be more difficult, simply because you may have one or two players who don't contribute all that much. However, I can often reasonably carry most teams through most maps by just playing Konstantin or Kuzmann and clearing trash and holding all the aggro.

49
Gameplay Feedback / Re: New Spacelords Features...
 on: August 18, 2018, 06:09:19 AM 
I'm still somewhat skeptical about all these changes, as well as the game going Free to Play. I was going to weigh in with my opinions earlier, but I was just waiting for more details. I'm guessing this is the final update video before the game becomes Spacelords, so I may as well say a few things.

Reward System Changes

Reward sharing, as it has been since September, is generally one of the major things cited in negative reviews of the game. No one really wants to spend 10-20 minutes in a game to lose on a Blueprint roll, or have to split Gold rewards three, or sometimes, four ways.

Whilst having individual rewards is a step in the right direction, this new system doesn't seem to be without faults, at least from the brief snippets that I've seen.

Looking at this video, as well as the 3rd 'Inside Spacelords' video, the results screen showed that players only earned 3338 Faction Points for beating that particular mission. Whilst the Alicia player did receive 7875 FP, most of that was from the Daily reward. My initial impression of this is that running missions that aren't one your Daily missions is not going to be worth your time. At the moment, I would say that most maps offer around 10-12k FP and 7-8k Gold. Assuming a two way split for both resources, it seems the current system offers more rewards than the new one, unless you're doing Dailies.

Acquiring Blueprints does seem a bit better under this new system, since you don't have to roll against anyone, but I don't quite like how you have to play as the character whose Blueprint you're after. Certain characters and weapon combinations have trouble contributing much on some maps. From what I've seen, it seems that there are going to be three missions that offer Blueprints everyday. If say, one of those missions is Enemy Within or Beast's Lair, and a new Hive, Ayana or Doldren player wants to play those missions with their default weapons, they're going to struggle dealing much damage to Uras' ganglions or to Marmalade. This means the rest of the team is going to have to compensate for them, and work much harder to win. But, at least, rewards aren't shared.

If everyone has the same Daily missions, it could also be that another player picks a character that you wanted to farm a blueprint for, meaning that if you beat the mission, you're going to have to do another Daily to try to get a Blueprint you want. Additionally, with the general threat of Antagonist invasions, or the possibility of new/bad teammates, I wouldn't feel very confident picking 'weak' characters, just because I want one of their Blueprints. I've also doubled up on a lot of Blueprints already, so I'm not quite sure what will happen if I get a Blueprint that I already have. Does it get converted into gold, or perhaps a free weapon reconfiguration?

Also, if everyone does have the same Daily missions, Antagonists are probably going to queue up for those levels. If those Antagonists then lower your score, it may be that you lose out on a weapon Blueprint despite winning that map, and have to do another Daily or wait another day.

Despite the new changes to Blueprint acquisition, it is still somewhat random. You may not win the roll, or you may not get the weapon you want at all. You may not even be able to pick the character you want.

I'd rather have the new Daily system be akin to the Quests and Contracts Board in Vermintide. Players would be able to earn 'tokens' doing Daily missions, and then would be able to spend them on specific Blueprints that they want to acquire. It would be a bit more flexible, and you wouldn't be forced to play as certain characters to acquire their weapons.

Overall, I imagine that people will just do their Daily missions, and then either stop for the day or play in Solo mode, unless the rewards for completing non-Daily missions are decent. This may affect matchmaking somewhat.

Antagonist Mode

There's no doubt been a lot of discussion about this mode since the game's inception. At least the way I see it, there is no real incentive for a Raider team to want an Antagonist in their game. The Raiders acquire no bonus rewards for the increased risk involved, and oftentimes get lower scores even when they win, due to time delay and deaths. I don't feel particularly enthused or excited when an Antagonist invades, it's just a chore, and a headache.

This whole mode just seems forced to me, with heavy handed design. The developers have remained adamant that this is supposed to be a 4v1 online PvPvE game, yet I have no real reason to want to participate in it. Personally, I find anything below around 65-70% difficulty to be pretty easy. If I therefore have the option to breeze through a 40-50% difficulty match with no Antagonist, and get over a 9.0 score in 5-10 minutes or less, why would I want anything else? If I was playing with a 4 man squad, I also wouldn't have to put up with queue times. Throw in some Affililiation and Bounty Hunter weapons, and the Raiders can earn way more rewards than Antagonists can. A typical Antagonist win with a score around 8, gives about 4k FP and 3-3.5k Gold. Even with sharing, I can earn more than that playing as a Raider. Even in cases where the Raiders instantly surrendered when they saw me, the rewards were about 7k FP and 6k Gold.

The only reason to play Antagonist before the Hades update was to earn some PvP ranks to craft a weapon, and after, the only reason was Affinity, Aequilibrium and Blueprint acquisition. It seems with the Spacelords update, Blueprints can be acquired by doing Daily missions, so now there's even less incentive to play as an Antagonist.

It just seems to me like the whole Antagonist mode was shoehorned in to make the game stand out from just being another online cooperative shooter. The forced PvP is one of the other major criticisms of the game, and has likely been one of the major contributors to its low number of players.

I would suggest again, that PvP and PvE be separated, but with the offering of major/exclusive rewards for players who opt to be invaded, as well as boosted rewards for Antagonist players.

In a vacuum, the mode seems fine. But having one player waste four other players' time without their having a say in it, just doesn't seem right to me.

Anyway, allowing Antagonists to pick their own maps probably isn't the best idea. I imagine maps like Low Blow and No Reservations will be more risky to play through, due to Lichtbogen Kuzmann Antagonists. At least, hopefully, there won't be high level Antagonists invading newer players on Hanging by a Thread like when the game first came out. That probably wasn't giving people the best first impressions of the game.

'Improved Matchmaking'/MMR System

I don't really have the words to express the amount of ire I have towards this game's matchmaking system, and its MMR system. I don't believe I've ever seen a game where its players felt their only recourse was to deliberately lose matches just to bring the difficulty down. It's utterly ludicrous. Damning, even.

There is no incentive to have a high MMR, as it doesn't increase rewards. Moreover, you run the risk of a low MMR Antagonist being carried to victory by vastly overpowered AI enemies. How is a Raider team supposed to win against an Antagonist when the regular AI enemies have 800-1k health, deal 100-250 melee damage and kill even 5th Council characters in a few shots? Let alone having to deal with Elites that can one shot you in melee and take upwards of 12 Strikes to take down. It's a travesty. If I had that level of AI assistance when I invade, I would never lose an Antagonist match. Instead, I get to see a Iune player eat three Strikes in a row from an Elite and lose less than a quarter of her health, and then take him down in two punches. How is this fair matchmaking?

To put this in context, I've beaten levels at 80-85% difficulty in the Hades update, yet the AI enemies that accompany low MMR Antagonists are even harder than those ones.

I've taken a break from this game for weeks now just because of how much I detest this MMR system. Yet, having played recently, the problem still persists. I think I've lost count of how many forced losses I've had to endure due to MMR differences scaling the AI to absurd levels. The MMR system is not really a true measure of player skill, and is exploitable, since people can artificially lower it by forming suicide squads or playing as a friendly Antagonist.

I remember reading about how modern matchmaking systems try to even out everyone's win/loss percentages so that every player gets to win now and again. It's understandable why some game companies would implement such a system, so as to retain players. Regardless, when an Antagonist can literally go AFK and win a match, as has happened to me numerous times, you've screwed up.

I sincerely hope you fix this in the new update. I'd much rather there be set difficulty levels in online PvE, as well as the AI difficulty being set to a consistent level in PvP, like it was before the Hades update.

Solo/Training Mode

It's nice that you can earn rewards from Solo mode now, even if it is only gold, by the looks of it. People have been asking for that for nearly a year now. I don't quite understand why players would have to beat the maps online before they can play it solo though, that seems quite backward.

My main concern is that this may affect online matchmaking somewhat, since players might just choose to play Solo mode more. This possibly depends on the level of rewards offered, however. I would still say it's a good move to give players the option to earn rewards in Solo play, at least.


Moving to a Free to Play model

I'm not really a huge fan of F2P games. Their design is often compromised in ways meant to extract microtransactions out of players, as well as possibly preying on 'whales' and people with poor impulse control. Cosmetics and such, I'll give a pass to. Even if I don't really feel they're worthwhile. Things like having to buy keys to open lootboxes, buying virtual currency, making the game excessively grindy and the like, I can't agree with.

Currently, some of the skin prices I feel are overly expensive, and loadout pages should have the option to be purchased with Gold or Faction Points. Since Gold can be purchased with real money, and is quite the important resource in the game, I worry that farming for it will be made more tedious, just to push people to buy Mercury Points.

Evolve got dragged over the coals for its ridiculous amount of pre-launch DLC, and that was a game with a much higher marketing and, possibly, development budget. The general obscurity of Raiders/Spacelords has inured it somewhat from such criticisms, but at the moment, I think you might turn away a lot of potential players when they find out that there are skins in the game that cost as much as another game entirely.

I suppose I'll just have to wait and see. At the very least, you're picking a business model and sticking with it, and have completed the first season without having to cancel halfway.

This game has had somewhat of an identity crisis this past year or so, which has no doubt hurt its prospects.

Miscellaneous Thoughts/Suggestions

- If you're going to nerf weapon damage when it comes to PvP, I would suggest raising players' passive damage reduction instead, or at least reduce the health boost of AI enemies at higher difficulties. They're quite the bullet sponges at +60-70% difficulty.

- I always thought it would have been better to have the Antagonist player take on the role of the AI director. You could have him choose where and when to spawn enemies, he could buff them up with special abilities that are on a cooldown, issue kill orders on certain Raiders, and then maybe take the field personally, now and again. Perhaps as a different mode or something.

- It would be nice if there was a gun range or training dummy type feature, for weapon testing.

- Add some proper weapon statistics. DPS, Range, damage per bullet, Rate of Fire, Magazine size, Critical rates, etc.

- Some form of text chat, or more chat emotes.

- The video tutorials are good. Hopefully, they give apt advice.

- Maybe some way of 'tagging' enemies or objectives, so a player can get their teammates to focus on things.

- The 'mentor' bonus seems nice, but if I have a high MMR, why would the matchmaking place me with new players?

- I hope I can see Cortez's new menu animations/voicelines, despite having leveled up.

- If there was a 'babysitter' skin for Konstantin, I'd buy it. It's all I seem to be doing these days.

- The Tsiklon and Tolchok don't work properly unless you're the host, or playing in Solo mode. Their bullet damage doesn't increase as the weapon gets hotter. Hopefully this gets fixed next update, it's been months now.

Have a nice weekend, everyone.

50
Gameplay Feedback / Re: Low MMR antagonists
 on: June 11, 2018, 04:21:31 PM 
This has happened to me recently, on In Shock, on the 09 patch. 5th Council enemies were dealing 173 damage in one Strike, and took about 6-7 80 damage Strikes to kill. The Beholder, Beholder Tentacles, and Kuzmann also had far higher health than normal. We had 35 seconds to pull the levers to save Shae, during the electrocution segments. Almost managed to win it, but we still lost even though the Antagonist was friendly.

My MMR was 70 at the time, with most of my friends probably being around the 60-70 range as well. The Antagonist had 52 MMR, and was level 102. He was out-leveled by all the other Raiders, the lowest of whom was 130.

I was hoping that this would have been fixed with the 09 patch, since it seemed that the MMR of the Raiders and the Antagonist had to be within around 5-10% of each other, which would have prevented the AI from being overly weak or overly strong.

I've done a little testing with friends during this patch, and when I invaded them at 75 MMR, the AI were fairly weak. The enemies were doing about 25 melee damage with a Strike. In terms of health, Hades soldiers went down in two Strikes, 5th Council and Wardog soldiers went down in one. Wardog and 5th Council Snipers went down in one Strike, Hades Snipers in two. Wardog Captains went down in two Strikes, Hades Captains in three. Wardog Brutes went down in two Strikes, Hades Brutes in about four or five. Raiders generally had longer timers to hit switches and the like, and bosses and objectives had less health. I think they had about 75-80 seconds to hit the levers to save Shae on In Shock, when I invaded them.

The average MMR of the Raiders was about 65.

I did try to have a low MMR friend invade us, but we couldn't find each other on matchmaking. He had about 40 MMR, and I had about 80. The other Raiders were in the 60-70 range or so.

I think perhaps the system might try to adjust the difficulty based on levels as well as MMR, so that a lower level Antagonist might have stronger AI helping them, whilst a higher level Antagonist will have weaker AI. I'm not quite sure how to test that, however.

Anyway, it still seems the best way to deal with this is to lower your MMR after a certain point, either by playing a friendly Antagonist or by forming a squad and throwing matches. High difficulty PvE matches don't seem to offer that much of a difference in rewards to offset the increased challenge anyway.

51
Well, I've just ended up losing another game to a mostly AFK Antagonist, because the Wardog enemies had over 400+ health and were dealing about 150 melee damage in one Strike, through 50% Resistance. Their ranged damage was also way higher than 75% difficulty games.

This was despite the Antagonist having an MMR around 60%. Not quite sure why someone around that level would need such a huge crutch, but there you go.

I suppose I forgot to mention in my initial post, that sacrificing weapon stats towards Bounty Hunter, Treasure Hunter and Affiliation bonuses, just adds an additional handicap when you're playing in high difficulty matches. Which, again, just seems like a way to artificially lengthen the grind for people that win too much.

I wish I could just reset my MMR to 'Wood League' levels, without having to waste my friends' time throwing matches, or by being a peaceful Antagonist.

52
Introduction

I've seen quite a few threads about players complaining about the MMR system right now, so I want to recount some of my experiences as well as my general impressions of this system, as someone whose MMR has generally been in the 80-90 range for the past few weeks, and who has almost reached level 150.

Typically, I'm usually playing with friends in a group, rather than in solo queue or playing as an Antagonist, so most of my experience is in that setting. However, I've played a lot of games in solo queue with randoms, as well as some Antagonist invasions at a high MMR, so I can talk about my experiences there as well.

I'll split this post up into a few different sections, but to put it succinctly, under this current system, having a high MMR is extremely punitive in both a PvE and PvP context, as both a Raider and an Antagonist, and if you play with randoms or with friends. About the only thing one can do to make the system a bit 'fairer', and to reduce queue times, is to deliberately lose games to drop your MMR back to around the 50-60 range, where I imagine most of the playerbase is.

Furthermore, scaling the difficulty of the AI enemies using the differences in MMR between the Raiders and the Antagonist is not a very well thought out system. I've currently lost three matches to AFK Antagonists because the AI enemies were extremely overpowered, and have had quite a few matches where a low MMR Antagonist was basically carried to victory by the AI. On the other hand, if I invade when I have an MMR that's in the 80-90 range, not only do I have to wait about 30-40 minutes to find a match, but the AI are incredibly weak and are hardly a threat to the Raider team, and bosses and objectives have extremely low health as well.


PvE Experience

In Solo Queue

Matchmaking is somewhat random here, as I sometimes run into friends or other veteran players who know what they're doing, but oftentimes, I'm being paired with lower level players who really don't know what they're doing at all, both in general terms as well as completing the objectives of whatever map we're playing. On certain maps that require some coordination to complete objectives, such as Short Fused, Low Blow, In Medias Res, etc, I'm often the only player doing the objectives and gathering Aleph, whilst the other players are usually just running around aimlessly. Moreover, because of my higher MMR, the difficulty of the map usually increases into the 50-60% difficulty range, even with lower level/newer players on the team. Whilst this difficulty is fairly easy for me, newer players are usually not used to the increased enemy damage, and tend to die more often, which sometimes necessitates me to have to babysit them, lest they keep wasting lives.

I don't really mind carrying newer players through matches, although it usually requires me to go play Konstantin or Kuzmann and clear enemies constantly, or play a character that can handle the objectives mostly on their own, like Ginebra or Hans. Overall, playing with randoms somewhat limits my choice in characters, and can be quite stressful and/or frustrating. Queue times can also be quite long. Losing on a blueprint roll that you've been farming for for a while, after you've pretty much carried a whole team, is also rather annoying.


Playing with friends

Whilst you do get instant queue times when you're in a squad of four players, if your friends are also at a high MMR, the PvE difficulty becomes very challenging, if not downright broken at times. I've had matches on In Medias Res and Weapon from the Past, at around 75% difficulty, where the AI enemies had greatly enhanced health and damage, and were dealing 96-106 melee damage in one Strike, despite my having 50% damage reduction to Strikes from all enemies. Perhaps this was some sort of bug, but even so, the fact that both enemy health and enemy damage go up as the difficulty increases just makes matches last even longer, and places more emphasis on weapon upgrades. Prior to the Hades update, only enemy damage increased as the difficulty got higher, but now enemies are even bigger bullet sponges, and take even longer to clear.

I wouldn't mind this increased difficulty if it actually led to increased rewards, but I've not really noticed a huge change in rewards as my MMR, and the difficulty level, have increased. Perhaps more annoyingly, the recent patch has reduced the contribution of the difficulty level to the mission score. So now, even if my friends and I slog through a mission of extremely tough enemies, because it takes us longer and we oftentimes die more, our score is usually below 8, and our rewards are even less than they normally were.


PvP Experience

In Solo Queue, as a Raider

Matchmaking is, again, somewhat random here. However, I have still had plenty of matches where a level 100+ Antagonist in the 50-60 MMR range has invaded, whilst two or three of my teammates were obviously new players, whose levels were in the single digits. Whilst the AI enemies weren't ridiculously overpowered in these circumstances, they were still a moderate threat, and were usually not getting cleared very quickly by my other teammates, if they weren't just outright dying to them. Such games usually aren't very fun for me, as I mostly have to do everything; clear enemies, kill elites, gather Aleph, do objectives, look out for teammates, and hunt down the Antagonist. I'm sure the newer players weren't having much of a fun time getting beaten down by the AI or by a higher level Antagonist, either.

Oftentimes, the Antagonist player in these situations is hardly a 'bad' player at all, but the system seems to try to balance things out by making the AI more deadly to compensate for MMR differences.


With friends, as a Raider

Perhaps my biggest frustration with the game at the moment, is when an Antagonist invades when I'm playing with friends who also have a high MMR. Even if the Antagonist has an MMR in the 70-80 range, the AI enemies usually remain just as tough, if not even more so, than the ones you'll find at around the +75% difficulty range. In these situations, the Antagonist hardly needs to do anything to win a match, as the AI enemies are so deadly they'll quickly kill any Raider that is caught unawares. I've had matches where the AI enemies were doing anywhere between 100-200+ melee damage in one Strike, despite my having 50% melee damage reduction. Their ranged damage was also much higher than usual, with even one rifleman being able to take down a 5th Council character within one or two seconds of focused fire.

It's pretty much either an automatic loss if an Antagonist invades when I'm playing with friends, or a very long, grueling match that hardly gives any good rewards even if we do pull off a win, due to the number of deaths and how long it takes to complete the mission.

I've even had lower MMR friends invade me from time to time, players who are skilled enough to have reached Rank 16-18 multiple times prior to the Hade update, who've expressed great surprise about how deadly their AI compatriots were, and how they were getting less kills than the AI.

As I've mentioned before, I've also lost matches to AFK Antagonists because the AI had so much health and dealt so much damage we couldn't make any headway in completing objectives. These Antagonists usually had an MMR around the 40-50 range, or lower.


As an Antagonist

I've done a few Antagonist invasions when I've been at around 85% MMR. I'd try to do more, but in my experience, queue times to find a match were routinely 30 to 40 minutes, or even longer. Of the invasions I've done when I was at high MMR, the main thing I noticed was how the weak the AI enemies were, in terms of their damage, their health and their spawn rate.

Wardog and 5th Council enemies were going down in one Strike by higher level Raiders, and in two Strikes by lower level Raiders. So, I'd estimate their health to be less than 80. Moreover, their damage was very low. I've seen shotgunners shoot Alien characters at close range and only do about half their health in damage. The enemies' melee Strikes were also very weak, doing around 30 or so damage to low level Raiders, who don't have much passive damage reduction. Elite enemies were also doing far less damage and had far less health. I saw Hades Snipers shoot Raiders and weren't even able to wound them in one shot, and Hades Brutes went down in about four or five Strikes.

When I've been invaded by Antagonists, regular Wardog and 5th Council enemies would take three to four 80 damage Strikes to go down, with Hades enemies taking about five to six Strikes. They were also quite capable of killing Raiders very quickly by themselves, without any real interference from the Antagonist, if the Raiders made any mistakes.

Bosses and objectives also had far less health and were far easier than what I normally experience in PvE, both with or without an Antagonist being present. On Breath of Hope, a Sturzenegger Ginebra did about 30% of an Orb's health with five shots, despite not even hitting the weak point. A level 3 Mikah shooting at an Orb's weakpoint with her default weapon, did about 80% of the Orb's health in one magazine. There were also hardly any enemy spawns during the boss fight itself, although the riflemen were hardly a threat anyway.

On In Shock, Kuzmann got taken down in about two or three minutes, and the Raiders had about 120 seconds to pull the levers when Shae was being electrocuted. When I'm playing against an Antagonist on In Shock, I usually only get about 40 seconds to pull the levers. We also once had only 34 seconds to get to the extraction point on Hanging by a Thread, when playing against an Antagonist.

Enemy spawns were also less frequent and in lower amounts than what I normally experience when I'm playing as a Raider, with or without an Antagonist.

Overall, trying to win a match as an Antagonist when you have a high MMR is an uphill struggle, and the AI enemies hardly contribute at all. This is pretty much the exact opposite experience of when I'm invaded by an Antagonist when I'm at a high MMR, as the AI enemies there are still very deadly.


Conclusion

I don't really see the point of having an MMR system when the playerbase is this low. Player numbers on Steam have gone back to around 40-50 players at peak times, and it was only at around 120-150 players at peak times during the beginning of the Hades update. Moreover, I don't see how raising your MMR by winning matches as a Raider in cooperative PvE play, should affect the AI difficulty when you invade as an Antagonist or when you're invaded by an Antagonist. Being good at PvE or PvP in this game requires slightly different skillsets, and this 'one size fits all' MMR system doesn't really appreciate this nuance. I would much rather the MMR system be tied directly to PvP interactions, but even so, giving a huge crutch to low MMR Antagonists by providing them with deadlier AI enemies that essentially carry them to victory, is not how the PvP in this game should be balanced. Having a high MMR doesn't really help you at all in PvP, as the AI will do nothing for you if you invade as an Antagonist, and will be just as deadly, if not more so, when you're invaded. Having a high MMR in PvE just makes the game even more difficult, and increases the grind. Moreover, trying to introduce new players into the game becomes even harder for me, as the matches are usually stuck at around 60% difficulty, and these newer players are not having a fun time trying to learn the game when the AI enemies just cut them down in an instant.

I would very much like a developer response to these issues. Prior to the Hades update, there was a 'hidden' MMR system that increased the difficulty level as you won more and more matches. This was done to keep the game 'challenging', but seems more like a way for developers to prevent players from grinding or farming efficiently, and as a way to artificially lengthen and pad out the game.

As it stands now, post-Hades update, being 'good' at this game, and winning matches consistently, is something the MMR system punishes you with both in PvP and PvE, by trying to make you lose. I'm not quite sure why the developers would use such a system that essentially penalizes its most enthusiastic players. I have put up with quite a lot from this game since its release, but this system is severely trying my patience, and is probably pushing a lot of other players away.

53
Gameplay Feedback / Re: AI Power in Antagonist Mode
 on: May 02, 2018, 09:14:00 PM 
I've played some matches in solo queue, and my MMR's dropped a bit, down to about 85%. I'm often getting paired up with low level, newer Raiders, whilst also having high level, though not necessarily, high skill Antagonists invading. In those situations, the AI enemies were quite weak, having low health and ranged damage, and their melee strikes were only doing about 20-25 damage. Their spawn rates were also quite low. I had to play babysitter to the lower level players, though. In any case, the onus was on the Antagonist to win, but I could just clear the AI enemies fairly quickly since they were low threat.

In cases where a high skill, high level Antagonist (players I know to have been Champion of the Apocalypse level in previous updates) invades against a mostly low level Raider team, the AI enemies were still quite weak. However, trying to deal with Photon Shield Mikah, Schleuder Ginebra, or Lichtbogen Kuzmann Antagonists whilst trying to get through a level with newer players is pretty hard. Especially on levels where you have to gather Aleph/destroy objectives and the like.

I've had another game on Weapon from the Past, where I was teamed up with a 3 man squad of players who I've played with many a time before, and who I know are good players that know what they're doing. An Antagonist of similar level, though not really the same skill, invaded. The average level of all players in this game was around 115-120 or so. I was the lowest level player at 100. Antagonist was about 120, I believe.

Regardless, the AI was still greatly overpowered. Regular 5th Council enemies were doing about 120-125 damage with a melee Strike (I have about 45% melee damage reduction), had boosted health and enhanced ranged damage. I was getting hit for 40-50 damage by 5th Council shotgunners at around medium range, as Kuzmann. I guess that's around 120+ damage for non-5th Council characters. The riflemen would also kill people very quickly, and there were lots of them. Enemy spawn rates seemed a bit higher than normal.

We were basically getting spawn camped by the AI after a few minutes of the match starting, with an Antagonist running around throwing an additional spanner in the works. Eventually lost because we couldn't stop the Squid.

Not really sure what to do right now. Playing in a 3-4 man squad is pretty much an automatic loss if an Antagonist invades. Either because the system overcompensates for a low skill Antagonist by making the AI incredibly overpowered, or because the system still overtunes the AI when a high skill Antagonist invades, making it fairly easy for them to capitalize. On the other hand, playing solo queue is also mostly pot luck, and one has to deal with queue times.

I imagine Antagonist players have long complained about being unable to win against a competent, 4 man squad of Raiders. But, at the moment, it seems that you could go mostly AFK and still win as an Antagonist against a squad. Perhaps MercurySteam just want Antagonist win rates to go up more, I don't know.

I suppose players could exploit this by tanking their MMR to low levels, and then trying out Antagonist mode. If you get paired up with newer players, you could just beat them by yourself due to higher levels/upgraded weapons/knowledge, and if you get paired up with more skilled Raiders, the AI will basically win the game for you.

I find it funny that there's a stickied thread on the Steam forums telling players to organise themselves on Discord, find a group, and thus, avoid queue times. They should probably add the caveat that if an Antagonist invades your group, you're going to get stomped.

Maybe I should just take a break for a while. Not very happy about this state of affairs.

P.S. There was a bit of a strange bug on that Weapon from the Past match. There was a moment where all the Raiders' health, and my own, dropped to 0, but we were still able to move around and fight normally. Could even take a bit of damage before going into the wounded state. Moreover, the Squid's health dropped from full to just a tiny sliver. Even though it was only one hit or so from being destroyed, no one could actually get to it, due to there being a dozen or so 5th Council enemies sitting on the Raider spawn point, as well as the Antagonist.

54
Gameplay Feedback / Re: AI Power in Antagonist Mode
 on: May 01, 2018, 06:50:24 PM 
Was in the aforementioned game with Drow. Done some more testing. To quickly summarise, it seems to me, that if you're in a 3 or 4 man squad, and an Antagonist invades, the AI enemies will become stronger than they normally are. My MMR was around 90%, and other players in the group were probably around 65-80 or so, so maybe the game was tipping the scales in favour of the Antagonist due to MMR differences. Not sure what Drow's MMR was/is. Usually playing matches with friends at around the 70-80% difficulty range. Whilst the enemies at that difficulty are fairly tough, they're not nearly as strong as the ones you go up against when you're in a squad versus an Antagonist.

Had another similar experience on Low Blow, with an AFK Antagonist, whilst being in a 4 man squad. The Hades troopers were doing around 200 damage in one melee Strike, a rifleman could down anyone that wasn't 5th Council in a short burst of fire, and they had around 800+ health or so. Friend playing Schleuder Ginebra was landing 500-600 damage ricochet shots and wasn't killing regular Hades troops in one shot. Even the engineers had over 400 health. Moreover, they were constantly spawning, so we couldn't make any headway and were pretty much trapped in spawn. Had to surrender.

Played a few matches against Antagonists in solo queue with random players, and the AI enemies in those situations were not as overpowered as the two above examples. However, I was usually paired up with lower level/lower skill Raiders, going up against a decent to strong Antagonist player. Probably MMR system trying to balance things out. Somewhat stressful.

Against skilled Antagonists (70-75% Antagonist skill), whilst playing in a squad, the AI enemies were still stronger than normal. Managed to win a few games despite this, but it was a huge slog, and the rewards were rather paltry. In most cases, the AI enemies are so strong that the Antagonist doesn't really need to do much to win. System seems to greatly overcompensate if a lower skilled Antagonist goes up against a higher skilled squad of Raiders. It's more expeditious to simply surrender, and queue for another game, in such situations. I don't really like to lose due to such factors outside of my control.

Seems like a recent change. I was playing in 4 man squads at the beginning of the Hades update, and never noticed the AI being this overpowered. Likewise, when playing Antagonist, the AI were not really winning the game by themselves for me. I might need to play Antagonist mode a little, and see how strong/weak the AI is, to see if it has any relation to my MMR.

Antagonist mode largely a waste of time. Raiders stand to gain very little and lose a lot; in time, XP gained, and rewards earnt. Antagonists don't really earn all that much, even on a win, when compared to just farming in a 4 man group with Bounty/Treasure Hunter weapons.

MMR system and uncontrollable difficulty levels just seem to be made to punish players that win consistently. I feel like I'm on a treadmill, and someone's constantly raising the incline. Game is already a huge grind without having to deal with queue times, ever tougher enemies, and Antagonist invasions, along with the stress of having to carry randoms and worrying about MMR loss. It's just so tiresome.

Would rather have PvE and PvP modes separated, and selectable difficulty levels in PvE with scaling rewards. Playing games with lower level players at 50-60% difficulty is such a cakewalk, and the rewards are pretty much the same as when beating maps at 70-80% difficulty.

PvP mode should have vastly inflated rewards for those who participate in it. Double, triple, or even quadruple than what it is now, for both Raiders and Antagonists. Should probably scale rewards for Raiders based on level completion, rather than through binary win/lose state. If they get through say, 50-66% of a level against an Antagonist and lose, their rewards should be about the same as if they had completed a level without an Antagonist. Antagonist rewards should probably be more weighted to kills and time delay, rather than outright winning or losing.

People should feel happy/excited spending time in 4v1 mode, win or lose. As it stands, mostly a waste of time, that people can't opt out of.

Hope developer reads. Not sure. Will await without expectation.

P.S. In Shock map seems overtuned at the moment. Played a 73% difficulty game there without an Antagonist, and 5th Council enemies had higher health and were dealing more damage than normal. Playing In Medias Res and Weapon from the Past at around 70% difficulty, the 5th Council enemies there were much easier to deal with. Not sure if it's some sort of bug/glitch. Don't recall In Shock being this difficult at beginning of Hades update.

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